My apologies for posting delay; my weekend was busy, and included both preparations for an accounting test and an incredibly difficult encounter when our gaming session met.
TL;DR:
a) MMSF is awesome, especially at low levels
b) Buying spells is awesome, even necessary IMO
c) Mirror Image is good, but don't knock Mage Armour. Greater Mirror Image, on the other hand...
I agree with all of these points. 2 spells per level for a conjurer, when I pretty much need ALL OF THE 2ND LEVEL SPELLS because they're so damn good, is not enough. its 300gp per spell, and I think I can afford that now that we've happened across some more gp and magic items. I'm carrying a few unidentified magic items (a necklace and a wand) and the rest of the party has some other gear.
After fighting an enemy wizard and meeting the duskblade, the party was dropped down a trapdoor garbage chute. We fought some eye-things (lurking stranglers I think? I make a point of not memorizing monster info or looking through the Monster Manuals because I don't like metagaming that much) and 2 oozes (not at the same time).
The last fight (and remember, we were all at level 3 in a low-op environment):
Us: Me (focused specialist conjurer 3 with abrupt jaunt), barbarian (dwarf with reckless rage, extra rage, power attack, and I believe a level of fighter for the feat), duskblade (his race is a mystery and plot-related, and I don't know his feats), scout (plans on taking levels of ranger with swift hunter), cleric (a bit of a luck theme to him, summons things and buffs the party), and a kobold bard that we met whilst in the dungeon
Them: 2 CR 6 augmented ambush drakes and some trap in the corner made of crystal that cast a few spells (I think earthen grasp, something prismatic, a spell that did int damage).
We got our asses handed to us. We rolled poorly, our barbarian hardly hit. Eventually, the barbarian lost most of his ac to both raging and dex damage from the ambush drakes' poison. It didn't help that the drakes got 22's and 23's to hit. The barbarian was also hit several times with slow breath, and he ended up fighting most of the fight from prone (I don't remember how he fell). Our duskblade took int damage and couldn't cast, then took either str or dex damage and couldn't do anything. The cleric burned his spells for healing, because otherwise the barbarian would have died. I went through all my spells (no reserve feats or anything just yet). I had 3 grease spells prepared, 2 sculpted. I had at least 1 glitterdust. I had a web spell. I went through all of it, and their saves were stupidly high, like fort +11, ref +6, will +5. My dc's are either 15 (1st level spells) or 16 (2nd level spells) and I don't have the feats available to take spell focus. The only thing I could have done differently (as we didn't rest before the encounter and were never given any indication that we should have ran away, or that the encounter would be that difficult) was prepared less greases and more benign transpositions so that the barbarian could have at least gotten to stand up without provoking an AoO that he couldn't handle. My wizard ran from the combat after blowing all his spells to little/no effect. I had to leave early (someone else played my char) but I gather that the DM pretty much threw us the encounter near the end. It was unpleasant.
I did gather that spell focus (conjuration) wouldn't have done much (I dunno if a 5% chance is worth a feat that could be doing so many other things) and that sculpt spell for free saved our asses. The LAST thing we needed in that encounter was the enemies making their saves against my spells while my allies failed their saves.
To those of you talking about wealth by level: When does the DM just say: "You have gold as per the DMG, buy stuff" except at character creation? The gp we find is divvied up among the party equally, and a good portion of our wealth is tied up in magic items, many of which we haven't identified because we want out of the dungeon we're trapped inside.
number one, what is the DM doing throwing TWO CR 6 (plus augmented whatever that adds) mobs at a party of level 3s? if you just have the standard number of characters then you shouldn't be facing TWO cr 6 monsters in any battle.
I mean I'm not in the campaign, maybe you guys have made some poor RP choices, or whatnot, but if I were DMing I wouldn't throw that kind of difficulty at you without you making some serious mistakes. It doesn't suprise me that you got your butts kicked honestly, only a
group of Optimized characters could handle that fight and even then it probably wouldnt be easy without some TO cheese
As to the point about MMSF being terrible, I'm telling you it sucks because low level metamagic sucks, sure sculpt is ok, but you should be able to orient your spells such that your party members are not caught in the area MOST of the time. As far as the barbarian being in the way, both of you go in for the 4000g cost of spellguard rings from complete mage. (you both wear a ring, and you can make the other wearer immune to the effects of any of your spell(s) 3xday)
Also there are a bunch of feats that are strictly better; Feats that are better than MMSF at your level:
-Any feat like
otherworldly that gives you outsider/dragon etc types: plus alter self.
-
Cloudy conjuration - free sickening and obscuring effect added to EVERY conjuration you cast, with no need for an additional metamagic feat. (no save, so sicken
anything that can be sickened)
-
Spellcasting Prodigy - + to save dCs and more importantly, more spells per day
-
Arcane Manipulation - this is good (esp with prodigy and focused specialist... can you break up a focused slot into lower level general slots? its good even if you have to keep them conj) and just continually gets better as you level up
- Several of the reserve feats from complete mage are good - for a DM focused on combat these can give you good options (some are admittedly crap, but some are good at your level and the +1 caster level can be good) Oh and they don't provide a save...
-
Alacritous cogitation - can be useful for versatility, and again this feats usefulness grows as you level up
- Hell
Improved initiative might even be a better use of your time...
Extend spell, is probably the only metamagic you should bother with, if at all. but its not even that great until higher levels. I wouldn't bother with metamagic at all until 5th level or higher. Sure you can get mileage out of a free sculpt 3xday-every option is siituationally useful, but given that you have
much better options at your level (see above) you shouldn't burn TWO of those better options just to do it.
And a rod of sculpt (lesser) only costs 5400gp. My point about the cost is that you should be able to afford it at some point around 5th when it really becomes useful. And a rod of extend is even less expensive at 3000gp. if you can't afford them, then you have a stingy DM (maybe sadistic too, because he's clearly trying to kill you).
btw, We're talking wealth by level because its the only baseline for character wealth we have in a game (since one was not given in the OP). Generally if a DM doesn't keep to that wealth baseline, he is stingy. That's not to say that a low magic item game can't be fun its just to say that the DM is not keeping to the established baselines. and anyway, the other feats I mentioned are worth taking over MMSF + sculpt and extend
even if the rods are not an option for you in fact some of them even moreso, since you can't augment your power with money, you need to make powerfull feat selections.
A handy haversack is definately a good buy, I won't argue there, but its only 2000g. and you really only
need 1 or 2 for the entire party at your level, if your really a team that trusts each other, you guys should pitch in for one, not have everyone individually buy one. And give it to the person who needs to get things as a move action the most (generally not the wiz, but it could be).
2 spells for level is plenty, actually, if you are selective enough with your choices (and with your feat choices), but assuming that you aren't, any time you meet another wizard you should be making the offer of trading spells. If you do this every time, I don't see how a DM can ALWAYS deny one or two spells at least. Seek out wizards in town, join the mages guild to foreshadow you becoming a MOTAO, RP should be the primary way you get new spells.
Found scrolls should be the second.
bought scrolls should be a DISTANT third option.
Technically, a new wizard shouldn't have LOTS and LOTS of spells anyway. Writing a spell from a scroll or spellbook into your spell book costs 100g in materials and 24 hours per spell (also a spellbook that can hold the right number of pages which does equate to an added cost.). Most of the time DMs hand wave this(and should), but this cost is right there in the SRD... if one adds the cost of lots of scrolls on
top of that; you will have a very poor wizard indeed... (on top of that do you have the time to scribe them anyway?)